13 research outputs found

    Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

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    Tesis por compendio[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños.[CA] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets.[EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development.Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833TESISCompendi

    Estudio de las capacidades motoras de niños en edad preescolar para la realización de gestos en superficies multi-táctiles

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    [ES] El estilo de interacción mediante manipulación directa soportado por la tecnología multi-táctil hace de ésta una tecnología ideal para promover actividades de aprendizaje para niños desde preescolar hasta la adolescencia. Sin embargo, en las aplicaciones comerciales dirigidas a niños de preescolar encontramos que las dos operaciones de interacción más frecuentes son el toque o tap y el arrastre. Este trabajo se centra en evaluar la habilidad de los niños de preescolar (entre 2 y 3 años) para realizar gestos sobre superficies multi-táctiles además de las dos operaciones básicas de tap y arrastre. La evaluación muestra que los niños de preescolar pueden realizar de forma efectiva gestos adicionales como rotación con un dedo y escalados, empequeñecer y agrandar, con dos dedos con tasas de éxito equivalentes a los dos gestos ya utilizados independientemente de su género o edad. Adicionalmente, este trabajo identifica una serie de problemas cognitivos y de precisión que tienen impacto en el rendimiento y la viabilidad de varias de las interacciones (toque doble, toque prolongado, empequeñecer y rotación con dos dedos) y propone un conjunto de guías de diseño para mitigar estos problemas asociados y ayudar a los diseñadores de interacciones a concebir mecanismos efectivos de interacción para este exigente rango de edad[EN] The direct manipulation interaction style supported by multi-touch technology makes it an ideal mechanism to promote learning activities from pre-kindergarteners to adolescents. However, tap and drag are the only operations most frequently supported in commercial pre-kindergarten applications. This work investigates pre-kindergartener¿s (age 2-3) ability to perform gestures on multi-touch surfaces other than the already basic tap and drag operations. The evaluation finds that pre-kindergarteners can effectively perform additional gestures such as one-finger rotation and two-finger scale up and down with equivalent success rates than those observed for the basic gestures despite gender and age. Additionally, this work identifies cognitive and precision issues that may have an impact on the performance and feasibility of several types of interactions (double tap, long press, scale down and two-finger rotation) and proposes a set of design guidelines to mitigate the associated problems and help interaction designers envision effective interaction mechanisms for this challenging age range.Nácher Soler, VE. (2013). Estudio de las capacidades motoras de niños en edad preescolar para la realización de gestos en superficies multi-táctiles. http://hdl.handle.net/10251/37129Archivo delegad

    Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children

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    © ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM In Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces (pp. 159-162). http://doi.acm.org/10.1145/2669485.2669523Pre-kindergarten children are becoming frequent users of multi-touch technology and, according to previous studies they are able to perform several multi-touch gestures successfully. However, they do not use these devices supervised at all times. Consequently, interactive applications for pre-kindergarteners need to convey their underlying design intent and interactive principles with respect to touch interaction. In this paper, we present and evaluate two approaches to communicate three different touch gestures (tap, drag and scale up) to pre-kindergarten users. Our results show, firstly, that it is possible to effectively communicate them using visual cues and, secondly, that an animated semiotic approach is better than an iconic one.Work supported by the MINECO (grant TIN2010-20488) and GVA VALi+d program (grant APOSTD/2013/013).Nácher Soler, VE.; Jaén Martínez, FJ.; Catalá Bolós, A. (2014). Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children. ACM. https://doi.org/10.1145/2669485.2669523SBaloian, N., Pino, J. A., and Vargas, R. Tablet gestures as a motivating factor for learning. In Proc. ChileCHI'13, (2013), 98--103.Hofmeester, K., and Wolfe, J. Self-revealing gestures: teaching new touch interactions in windows 8. In ACM CHI EA '12 (2012), 815--828Kähkönen, M. and Ovaska, S. Initial observations on children and online instructions. In Proc. IDC '06, (2006), 93.Lee, R. Gestures. http://gesturecons.com/.Levine, S.C., Huttenlocher, J., Taylor, A., and Langrock, A. Early sex differences in spatial skill. Developmental Psychology, 35, (1999) 940--949.McKnight, L. and Fitton, D. Touch-screen technology for children: Giving the Right Instructions and Getting the Right Responses. In Proc. IDC '10, ACM Press (2010), 238.Niemi, H. and Ovaska, S. Designing spoken instructions with preschool children. In Proc. IDC '07, (2007), 133.Prates, R.O., de Souza, C.S., and Barbosa, S.D.J. Methods and tools: a method for evaluating the communicability of user interfaces. Interactions 7, 1 (2000), 31--38.Rideout, V. Zero to Eight: Children's Media Use in America. Common Sense Media, 2011.Walter, R., Bailly, G. and Müller, J. StrikeAPose: Revealing Mid-Air Gestures on Public Displays. In Proc. ACM CHI'13 (2013), 841--850

    Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study

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    [EN] The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d'Educacio, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and Sport.García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2017). Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study. Pervasive and Mobile Computing. 34:91-105. doi:10.1016/j.pmcj.2016.08.007S911053

    Examining the Usability of Touch Screen Gestures for Children With Down Syndrome

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    [EN] The use of multi-touch devices for all types of users (from children to the elderly) has grown considerably in the recent years. However, despite the huge interest in this technology there is a lack of research addressing usability studies on children with Down's Syndrome. This article evaluates the abilities of these children (aged from 5 to 10 years) when performing a basic set of multi-touch gestures (tap, double tap, long press, drag, scale up and down, rotation) in tablet devices. The results show that regardless of their more limited motor skills, DS children are able to perform most of the evaluated multi-touch gestures with success rates close to 100% and that this technology could be fully exploited for developing applications targeted specifically at this type of user.Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work was also supported by a pre-doctoral fellowship within the Formacion de Profesorado Universitario (FPU) program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and by a pre-doctoral scholarship given by the SENESCYT (Secretaria Nacional de Educacion Superior, Ciencia y Tecnologia e Innovacion) of the government of Ecuador (No. 381-2012) to Doris Caliz.Nácher-Soler, VE.; Cáliz, D.; Jaén Martínez, FJ.; Martínez, L. (2018). Examining the Usability of Touch Screen Gestures for Children With Down Syndrome. Interacting with Computers. 30(3):258-272. https://doi.org/10.1093/iwc/iwy011S25827230

    Exploring visual prompts for communicating directional awareness to kindergarten children

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    [EN] Although a myriad of educational applications using tablets and multi-touch technology for kindergarten children have been developed in the last decade, most of these applications do not fully exploit multi-touch technology since the game world used is limited to the screen only. Considering a larger digital space in tablet-based educational scenarios would be beneficial since it would enable the design of engaging activities driven by curiosity, exploration, discovery and decisions on where the next action is situated in the digital virtual space by directional awareness. This paper therefore investigates kindergarten children's abilities to use a virtual world beyond the screen and evaluates three different types of visual prompts for communicating directional awareness. The results obtained show, firstly, that these specific users are able to use the space beyond the screen boundaries and that the evaluated prompts can effectively communicate information to kindergarten children. The paper also makes a set of recommendations to help designers choose the appropriate type of prompt for their application requirements.This work received financial support from Spanish Ministry of Economy and Competitiveness and was funded by the European Development Regional Fund (EDRF-FEDER) in the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a pre-doctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.Nácher-Soler, VE.; Jurdi, S.; Jaén Martínez, FJ.; García Sanjuan, F. (2019). Exploring visual prompts for communicating directional awareness to kindergarten children. International Journal of Human-Computer Studies. 126:14-25. https://doi.org/10.1016/j.ijhcs.2019.01.003S142512

    Design and Evaluation of a Tangible-Mediated Robot for Kindergarten Instruction

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    © ACM 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACE '15 Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology. http://dx.doi.org/10.1145/2832932.2832952Entertainment technology increases children’s engagement in educational activities designed to develop abilities ranging from collaborative problem-solving and cognitive attention to self-esteem. However, little research has been done on designing educational and entertaining interactive technology for kindergarten children (up to 5 years old). Furthermore, most of the work in this area has considered traditional input devices such as the mouse and keyboard, which are not suitable for these very young children. More recently, other more intuitive means of interaction (touch and tangible interfaces) and advanced educational artifacts such as robots have emerged. In this work we therefore present a joint collaboration between technologists and kindergarten instructors to design and evaluate a technological platform using a mobile robot for kindergarten instruction, as well as an intuitive and user-friendly tangible user interface. The results obtained suggest the platform is not only usable by kindergarten children, but it also allows them to be fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In addition, the instructors reported that the system was well accepted and praised its versatility in use as a supporting tool for their everyday classroom activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by Spanish Ministry of Economy and Competitiveness with Project TIN2014-60077-R, and from Universitat Politècnica de València under Project UPV-FE-2014-24. 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    Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

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    [EN] Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build affordable, scalable, and improvised collaborative gamifled activities by creating a multi-tablet environment. In this paper we present Quizbot, a collaborative gamifled quiz application to practice different subjects, which can be defined by educators beforehand. Two versions of the system are implemented: a tactile for tablets laid on a table, in which all the elements are digital; and a tangible in which the tablets are scattered on the floor and the components are both digital and physical objects. Both versions of Quizbot are evaluated and compared in a study with eighty primary-schooled children in terms of user experience and quality of collaboration supported. Results indicate that both versions of Quizbot are essentially equally fun and easy to use, and can effectively support collaboration, with the tangible version outperforming the other one with respect to make the children reach consensus after a discussion, split and parallelize work, and treat each other with more respect, but also presenting a poorer time management.We would like to thank Universitat Politecnica de Valencia's Summer School for their collaboration during the development of this study, as well as Colegio Internacional Ausias March for their support in the development of educational content.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and SportGarcía Sanjuan, F.; El Jurdi, S.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Computers & Education. 123:65-84. https://doi.org/10.1016/j.compedu.2018.04.011S658412

    Game Technologies for Kindergarten Instruction: Experiences and Future Challenges

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    [EN] Games are an ideal mechanism to design educational activities with preschool children. Moreover, an analysis of current kindergarten curricula points out that playing and games are an important basis for children development. This paper presents a review of works that use games for kindergarten instruction and analyses their underlying technologies. In addition, in this work we present future challenges to be faced for each technology under consideration focusing on the specific needs and abilities these very demanding users have. The end goal is to outline a collection of future research directions for educators, game designers and HCI experts in the area of game-based kindergarten instruction supported by new technologies.This work received financial support from Spanish MINECO (projects TIN2010-20488 and TIN2014-60077-R), from Universitat Politècnica de València (UPV-FE-2014-24), and from GVA (ACIF/2014/214).Nácher-Soler, VE.; García Sanjuan, F.; Jaén Martínez, FJ. (2015). Game Technologies for Kindergarten Instruction: Experiences and Future Challenges. CEUR Workshop Proceedings. http://hdl.handle.net/10251/74255

    Toward a General Conceptualization of Multi-Display Environments

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    [EN] Combining multiple displays in the same environment enables more immersive and rich experiences in which visualization and interaction can be improved. Although much research has been done in the field of multi-display environments (MDEs) and previous studies have provided taxonomies to define them, these have usually consisted of partial descriptions. In this paper, we propose a general taxonomy that combines these partial descriptions and complements them with new evidences extracted from current practice. The main contribution of this paper is the summarization of the key dimensions that conform MDEs and a classification of previous studies to illustrate them.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi + d program from Conselleria d’Educació, Cultura i Esport (Generalitat Valenciana) and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and SportGarcía Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2016). Toward a General Conceptualization of Multi-Display Environments. Frontiers in ICT. 3:20.1-20.15. https://doi.org/10.3389/fict.2016.00020S20.120.15
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